EspyOwner fights a Flamestrike!

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Meh, standard battle, standard title. Sorry.

Challenging Flamestrike
FE 1V1
1 day DQ
Asb Arena
All abilities
Training items on
Accepting Espy's challenge
Switch=KO
2 Subs
2 recovers/5 chills
And now, the interesting part: The Pokemon!

EspyOwner said:

Mr. Mime [Sally Smiles] (Female)
Nature: Bold: (+1 Defense, -1 Attack)
Type: Psychic
Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.


Abilities:

Soundproof:
Type: Innate
Pokemon with this ability emit their own powerful electrostatic or sound-dampening field, making them immune to sound-based moves other than an ally's or their own Heal Bell. (Known sound moves: Bug Buzz, Chatter, Echoed Voice, Grasswhistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Relic Song, Roar, Round, Screech, Sing, Snarl, Snore, Supersonic, Uproar.)

Filter:
Type: Innate
This Pokemon has a special energy barrier that reduces the Base Attack Power of any opponent’s super effective attack by two (2).

Technician (DW):
Type: Innate
This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally have 6 or less Base Attack Power to have their Base Attack Power multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects. Technician only applies to combos in the rare case that an initial hit will have 6 or less BAP.

Stats:

HP: 90
Atk: Rank 1 (-)
Def: Rank 4 (+)
SpA: Rank 4
SpD: Rank 5
Spe: 90
Size Class: 1
Weight Class: 2

EC: 6/6
MC: 0
DC: 5/5

Moves:

Barrier
Confusion
Copycat
Doubleslap
Encore
Guard Swap
Light Screen
Magical Leaf
Meditate
Mimic
Power Swap
Psybeam
Psychic
Quick Guard
Reflect
Safeguard
Substitute
Tickle
Wide Guard

Fake Out
Future Sight
Icy Wind
Teeter Dance

Magic Coat

Hidden Power (Fire) (6)
Snatch
Taunt
Teleport
Thunder Wave
Thunderbolt
Torment


Fidgit [Wall Master] (Male)
Nature: Quiet (+1 Special Attack, -15% Speed, -10% Evasion)
Type: Poison/Ground
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

Abilities:

Persistent:
Type: Innate
This Pokemon has a great affinity for odd field effects. When it uses one of these effects it increases their duration. Moves affected are Gravity, Heal Block, Lucky Chant, Magic Room, Safeguard, Trick Room, Tailwind, and Wonder Room by an additional one (1) round or three (3) actions depending on the move.

Vital Spirit:
Type: Innate
This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.

Prankster (DW):
Type: Innate
The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.

Stats:

HP: 100
Atk: Rank 3
Def: Rank 4
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 89 (-)
Size Class: 1
Weight Class: 1


EC: 6/6
MC: 0
DC: 5/5

Attacks:

Air Slash
Comet Punch
Copycat
Earth Power
Encore
Gust
Heal Block
Helping Hand
Knock Off
Me First
Rapid Spin
Razor Wind
Sludge Bomb
Tailwind
Whirlwind

Disable
Spikes
Stealth Rock

Shadow Ball
Sludge Wave
Taunt


Golurk [Rockem]
Nature: Quiet: (+1 Special Attack, -10% eva, -15% Speed)
Type: Ground/Ghost
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

Abilities:

Iron Fist:
Type: Innate
The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch)

Klutz:
Type: Can be Disabled
The Pokemon moves in a rare style of battling that uses an unpredictable, clumsy looking manner. The accuracy of its attacks are increased by 10% (flat). While engaging in this style it cannot use a hold item, though an item is necessary to pull it off.

No Guard (DW):
Type: Innate
This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. As a result, it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when an OHKO move is issued by the opponent does sense return, and the Pokemon acts normally. Additionally, even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefited by No Guard; they will have their normal accuracy.

Stats:

HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 47 (-)
Size Class: 5
Weight Class: 7

EC: 6/6
MC: 0
DC: 5/5

Attacks:

Astonish
Curse
Defense Curl
Dynamicpunch
Earthquake
Focus Punch
Hammer Arm
Iron Defense
Magnitude
Mega Punch
Mud Slap
Pound
Rollout
Shadow Punch

Grass Knot
Gyro Ball
Ice Beam
Protect
Psychic
Rock Slide
Shadow Ball
Stone Edge
Flamestrike said:

Mamoswine - Glacierstrike (M)
Nature: Careful (+1 SpD, -1 SpA)
Type: Ice/Ground
Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

Abilities:
Oblivious: (Innate) This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate.
Snow Cloak: (Innate) This Pokemon is used to snowy blizzard conditions and gains a 20% evasion boost during Hail. Pokemon with this ability are immune to Hail damage.
Thick Fat (DW): (Innate) This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire- and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.)

Stats:

HP: 110
Atk: Rank 5
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 3 (+)
Spe: 80
Size Class: 5
Weight Class: 7
Base Rank Total: 20
Total Moves: 20

EC: 9/9
MC: 0
DC: 3/5

Attacks:
AncientPower
Peck
Horn Attack
Tackle
Odor Sleuth
Mud Sport
Powder Snow
Mud-Slap
Endure
Mud Bomb
Icy Wind
Ice Shard
Earthquake

Double-Edge
Icicle Crash
Stealth Rock

Light Screen
Protect
Dig
Reflect
Rock Slide
Substitute


Venusaur - Vinestrike (F)
Nature: Modest (+1 SpA, -1 Atk)
Type: Grass/Poison
Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

Abilities:
Overgrow: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14)
Chlorophyll (DW): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.

Stats:

HP: 100
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 4
Spe: 80
Size Class: 4
Weight Class: 4
Base Rank Total: 20
Total Moves: 26

EC: 9/9
MC: 1
DC: 5/5

Attacks:
Tackle
Growl
Leech Seed
Vine Whip
PoisonPowder
Sleep Powder
Take Down
Razor Leaf
Sweet Scent
Growth
Worry Seed
Synthesis
SolarBeam

Giga Drain
Leaf Storm
Petal Dance

Frenzy Plant

Toxic
Venoshock
Hidden Power Fire (7)
Light Screen
Protect
Earthquake
Grass Knot
Substitute

Reflect


Honchkrow - Nightstrike (F)
Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)
Type: Dark/Flying
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:
Insomnia: (Innate) This Pokemon is immune to sleep induced by other Pokemon. It's normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.
Super Luck: (Innate) This Pokemon’s natural skill doubles (x2) its critical hit levels above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 1/3rd of the time.
Moxie (DW): (Innate) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.

Stats:

HP: 110
Atk: Rank 6 (+)
Def: Rank 2
SpA: Rank 4
SpD: Rank 2
Spe: 61 (71/1.15v)
Size Class: 2
Weight Class: 3
Base Rank Total: 20
Total Moves: 25

EC: 6/6
MC: 0
DC: 5/5

Attacks:
Peck
Astonish
Pursuit
Haze
Wing Attack
Night Shade
Assurance
Swagger
Taunt
Nasty Plot
Tailwind
Night Slash
Sucker Punch
Quash
Dark Pulse

Psycho Shift
Roost
Sky Attack

Heat Wave
Superpower

Protect
Double Team
Payback
Substitute
Snarl

Raid-only Moves:
Dispel
!
And now, begin!

Espy sends out his mon with items
Flame sends out his mon with items and orders
Espy orders
I ref
 

"Alright, Nightstrike, you're up! Take an Exp. Share of your own! Start with a Payback, then follow up with a Night Slash! Finish off with another Payback! If he uses an evasive Teleport, then Pursuit him instead, and if he uses Encore then Protect and push your actions back, but not twice in a row!"

Summary:
Payback -> Night Slash -> Payback
If he uses evasive Teleport use Pursuit and push actions back
If he uses Encore use Protect and push actions back, but not twice in a row
 
I know I'm way past DQ, but I'll get this done tomorrow for sure. School concert took up all my time yesterday and today ;~;
 
Pre-Round stats:

Sally Smiles
HP: 90
EN: 100

Nightstrike
HP: 110
EN: 100
6/2/4/2/61/ -10 Eva
1/4/4/5/90

Action 1
Thunderbolt -> Nightstrike (7 EN)
RNG roll (to crit, 1/16 crit) 9 = no crit
RNG roll (to para, <=10 para) 23 = no para
(10+(4-2)1.5)(1.5) = 19.5 DMG

Payback -> Sally (6 EN)
RNG roll (to crit) 14 = no crit
(8+3+1+(5-4)1.5)(1.5) = 20.25 DMG

Action 2
Teeter Dance -> Nightstrike (5 EN)
Nightstrike became confused!
RNG roll (for intensity) 3/3 = intense confusion

RNG roll (for hitting self, <=50 hit self) 25 = hit self (3 EN)
(4+1+(5-2)1.5) = 9.5 DMG
Nightstrike's confusion stage fell to 3!

Action 3
Thunderbolt -> Nightstrike (7 EN)
RNG roll (to crit) 4 = no crit
RNG roll (to para) 7 = para
(10+(4-2)1.5)(1.5) = 19.5 DMG
Nightstrike snapped out of confusion!
Nightstrike was paralyzed! (15%)

RNG roll (for full para, <=15 para) 41 = no para
Payback -> Sally (6 EN)
RNG roll (to crit) 16 = no crit
(8+3+1+(5-4)1.5)(1.5) = 20.25 DMG


I'm a Slowpoke. Also, this:
DAT said:
Teeter Dance: The Pokemon starts dancing a popular, captivating underground dance that includes spinning.
What...?

Post-Round stats:

Sally Smiles
HP: 49
EN: 81
1/4/4/5/90

Nightstrike
HP: 61
EN: 85
6/2/4/2/61/ -10 Eva
Paralyzed (10%)
 
Filter...
Confusion ended immediately even though the stage fell to three?
Thunderbolt doesn't give 25% paralysis last time I checked, too... :|
Mr. Mime is too underground, you probably haven heard of it.
 
Confusion ended because you hit me for more than 16 damage.
Agreed about the paralysis though; iirc Thunderbolt only inflicts 15% paralysis.
 
I didn't fix the other points because I didn't see you edited, sorry aboit that.
Anyways, paralysis is fixed, go order.

And still, popular underground anything makes no sense. At all.
 
Lost this anyways, sorry about the nitpicking.

Torment - Thunderbolt - Icy Wind

IF Sucker Punch THEN Substitute (15) and push back IF you are not under a substitute.
IF Protective/Evasive A1 THEN Substitute (15) and push actions back.
 

"That paralysis is unfortunate but now we've got him just where we want him! Show off your Swagger then give him a good Taunt! Finish off with 4 Double Team clones! If you get fully paralyzed, then just push your actions back!"

Summary:
Swagger -> Taunt -> Double Team (4 clones)
If you are fully paralyzed push actions back (this should work since if I'm fully paralyzed I don't execute the move, so I can still use it the following action)
If the above sub would result in using an illegal move, ignore it (just in case I'm wrong above :P)
 
Yea, reffing this ON TIME. FUCK YEA.

Pre-Round stats:

Sally Smiles
HP: 49
EN: 81
1/4/4/5/90

Nightstrike
HP: 61
EN: 85
6/2/4/2/61/ -10 Eva
Paralyzed (10%)

Action 1
Torment -> Nightstrike (10 EN)
Nightstrike was Tormented!

RNG roll (to para, <=10 para) 66 = no para
Swagger -> Sally (7 EN)
Sally's Atk rose!
Sally was confused!
RNG roll (for intensity) 2/3 = 3 turns

Action 2
RNG roll (for confusion, <=50 hit self) 47 = hit (3 EN)
(4+(1-4)1.5) = 1 DMG
Sally's confusion stage fell to 1!

RNG roll (for full para) 4 = para
Nightstrike was fully paralyzed! (drop to 5%)

Action 3
RNG roll (to hit self) 86 = no hit self
Icy Wind -> Nightstrike (6 EN)
RNG roll (to crit) 16 = no crit
(9+(4-2)1.5)(1.5) = 18 DMG
Nightsrike's Speed fell!

RNG roll (for para, <=5 para) 56 = no para
Taunt -> Sally (9 EN)
Sally was Taunted!


Post-Round stats:

Sally Smiles
HP: 48
EN: 62
1/4/4/5/90
Taunt (5a)

Nightstrike
HP: 43
EN: 69
6/2/4/2/61/ -10 Eva
Torment (3a)
-1 Spe
 
I only just realized now, you've been forgetting Super Luck for the crit rolls. I don't think any of them would have been crits anyway judging from the rolls, but make sure to remember it for this round!

"A shame we don't have Torment. Well, let's just go out swinging!"

Summary:
Payback -> Night Slash -> Payback
If he uses Thunderbolt use Sucker Punch and push actions back, but not twice in a row
 
Yea, I'll add in flavor this round. Why not?

Pre-Round stats:

Sally Smiles
HP: 48
EN: 62
1/4/4/5/90
Taunt (5a)

Nightstrike
HP: 43
EN: 69
6/2/4/2/61/ -10 Eva
Torment (3a)
-1 Spe

Action 1
Sucker Punch -> Sally (5 EN)
RNG roll (to crit, <=2/16 crit) 5 = no crit
(6+3+1+(5-4)1.5)(1.5) = 17.25 DMG

Thunderbolt -> Nightstrike (7 EN)
RNG roll (to crit) 7 = no crit
RNG roll (to para) 52 = no para
(10+(4-2)1.5)(1.5) = 19.5 DMG

Action 2
Thunderbolt -> Nightstrike (11 EN)
RNG roll (to crit) 8 = no crit
RNG roll (to para) 42 = no para
(10+(4-2)1.5)(1.5) = 19.5 DMG

Payback -> Sally (6 EN)
RNG roll (to crit) 2 = crit
(8+3+3+1+(5-4)1.5)(1.5) = 24.75 DMG

Action 3
Icy Wind -> Nightstrike (6 EN)
RNG roll (to crit) 10 = no crit
(9+(4-2)1.5)(1.5) = 18 DMG
Nightstrike fainted!
Espy wins!


As our battered fighters face off against each other, Nightstrike sits down to take a little breather! However, as soon as Sally starts moving, Nightstrike springs into action, delivering a mighty punch straight to Sally's neck! However, Sally is still able to fight, and she shakes herself off and fires off a nasty thunderbolt, zapping Nightstrike for a lot of damage!

Knowing that her last attack worked spectacularly, Sally conjures up another bolt of electricity and sends it flying at Nightstrike, leaving the poor Honchkrow on its last legs! However, he isn't going down without another hit, and she gets his Payback, and even gets a critical hit! Looks like however gets off the hit first will end the match for good!

As Nightstrike jumps forward with his claws outstretched, Sally extends her hands, and a gust of icy wind flies out of them, and Nightstrike falls on the ground right before she is about to strike! It appears that EspyOwner has won the match!

Post-Round stats:

Sally Smiles
HP: 6
EN: 38
1/4/4/5/90

Nightstrike
HP: -15
EN: KO
6/2/4/2/61/ -10 Eva

Prizes!

Espy gets 2 CC
Sally Smiles the Mrs. Mime gets 4 MC (+1 from EXP. Share) and 1 KOC!

Flamestrike gets 2 CC
Nightstrike the Honchkrow gets 4 MC (+1 from EXP. Share)!

I get 3 UC!

Good game you guys!
 
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